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Re: [Public WebGL] Weird shader compiler error - casting a mat4 into a mat3.
- To: Steve Baker <steve@sjbaker.org>
- Subject: Re: [Public WebGL] Weird shader compiler error - casting a mat4 into a mat3.
- From: "Mo, Zhenyao" <zhenyao@gmail.com>
- Date: Sun, 13 Mar 2011 17:00:53 -0700
- Cc: public webgl <public_webgl@khronos.org>
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Run chrome with --ignore-gpu-blacklist.
Good luck.
Mo
On Sun, Mar 13, 2011 at 4:54 PM, Steve Baker <steve@sjbaker.org> wrote:
>
> I have an odd vertex shader compiler error that's happening on just one
> of my machines.
>
> The shader is utterly minimal (it renders a sky box) - and the error
> message is cryptic:
>
> error C0201: unsupported version 120
>
> ...the problem appears to be that I'm trying to cast a 4x4 matrix into a
> 3x3 matrix. Here is the complete shader source:
>
> attribute vec3 POSITION ;
> attribute vec3 TEXCOORD0 ;
> uniform mat4 WorldToCamera ;
> uniform mat4 CameraToScreen ;
> varying vec2 texCoord ;
>
> void main ()
> {
> texCoord.xy = TEXCOORD0.xy ;
> vec3 cameraPos = mat3(WorldToCamera) * POSITION,1.0) ;
> gl_Position = CameraToScreen * vec4 ( cameraPos, 1.0 ) ;
> }
>
> ...when I rewrite the code to avoid the cast, it compiles OK. Aside
> from this one little quirk, the system is running Minefield just fine.
>
> I'm running Minefield (latest nightly build) in WinXP on an older nVidia
> 6100-GO laptop. I already installed the latest nVidia drivers to avoid
> the blacklisting issue. The same code seems to work fine on dozens of
> other machines. Unfortunately, we seem to be being blacklisted under
> Chrome right now - so I don't have a comparison point here.
>
> Any clues?
>
> -- Steve
>
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